ShmupWorld: add Player.Update() as separate function

This commit is contained in:
Colin McMillen 2020-11-30 15:11:52 -05:00
parent 2b17501bab
commit 0f5f7b84f7

View File

@ -10,8 +10,32 @@ namespace SemiColinGames {
// Center of player sprite. // Center of player sprite.
public Vector2 Position = new Vector2(48, 1080 / 8); public Vector2 Position = new Vector2(48, 1080 / 8);
public Vector2 HalfSize = new Vector2(16, 10); public Vector2 HalfSize = new Vector2(16, 10);
public float Speed = 150f;
public float ShotCooldown = 0f; private float speed = 150f;
private float shotCooldown = 0f;
private ProfilingList<Shot> shots = new ProfilingList<Shot>(10, "playerShots");
public ProfilingList<Shot> Update(
float modelTime, History<Input> input, Rectangle worldBounds) {
// Movement update.
Vector2 motion = Vector2.Multiply(input[0].Motion, modelTime * speed);
Position = Vector2.Add(Position, motion);
Position.X = Math.Max(Position.X, HalfSize.X);
Position.X = Math.Min(Position.X, worldBounds.Size.X - HalfSize.X);
Position.Y = Math.Max(Position.Y, HalfSize.Y);
Position.Y = Math.Min(Position.Y, worldBounds.Size.Y - HalfSize.Y);
// Check whether we need to add new shots.
shotCooldown -= modelTime;
shots.Clear();
if (input[0].Attack && shotCooldown <= 0) {
shotCooldown = 0.2f;
Vector2 shotOffset = new Vector2(12, 2);
Vector2 shotPosition = Vector2.Add(Position, shotOffset);
shots.Add(new Shot(shotPosition, new Vector2(300, 0)));
}
return shots;
}
} }
public class Shot { public class Shot {
@ -65,26 +89,14 @@ namespace SemiColinGames {
} }
public void Update(float modelTime, History<Input> input) { public void Update(float modelTime, History<Input> input) {
Vector2 motion = Vector2.Multiply(input[0].Motion, modelTime * Player.Speed); ProfilingList<Shot> newPlayerShots = Player.Update(modelTime, input, Bounds);
Player.Position = Vector2.Add(Player.Position, motion);
Player.Position.X = Math.Max(Player.Position.X, Player.HalfSize.X);
Player.Position.X = Math.Min(Player.Position.X, Bounds.Size.X - Player.HalfSize.X);
Player.Position.Y = Math.Max(Player.Position.Y, Player.HalfSize.Y);
Player.Position.Y = Math.Min(Player.Position.Y, Bounds.Size.Y - Player.HalfSize.Y);
Player.ShotCooldown -= modelTime;
foreach (Shot shot in Shots) { foreach (Shot shot in Shots) {
shot.Update(modelTime); shot.Update(modelTime);
} }
// TODO: move this all into Player.Update(). Shots.AddRange(newPlayerShots);
if (input[0].Attack && Player.ShotCooldown <= 0) { // TODO: inflate bounds rectangle
Player.ShotCooldown = 0.2f;
Vector2 shotOffset = new Vector2(12, 2);
Vector2 shotPosition = Vector2.Add(Player.Position, shotOffset);
Shots.Add(new Shot(shotPosition, new Vector2(300, 0)));
}
Shots.RemoveAll(shot => !Bounds.Intersects(shot.Bounds)); Shots.RemoveAll(shot => !Bounds.Intersects(shot.Bounds));
Debug.AddToast("shots: " + Shots.Count); Debug.AddToast("shots: " + Shots.Count);